native_audio 0.1.0 → 0.2.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (147) hide show
  1. checksums.yaml +4 -4
  2. data/assets/include/GL/glew.h +26427 -26427
  3. data/assets/include/GLES2/gl2.h +656 -656
  4. data/assets/include/GLES2/gl2ext.h +3949 -3949
  5. data/assets/include/GLES2/gl2ext_angle.h +701 -701
  6. data/assets/include/GLES2/gl2platform.h +27 -27
  7. data/assets/include/GLES3/gl3.h +1192 -1192
  8. data/assets/include/GLES3/gl31.h +1507 -1507
  9. data/assets/include/GLES3/gl32.h +1808 -1808
  10. data/assets/include/GLES3/gl3platform.h +27 -27
  11. data/assets/include/KHR/khrplatform.h +290 -290
  12. data/assets/include/SDL2/SDL.h +233 -233
  13. data/assets/include/SDL2/SDL_assert.h +326 -326
  14. data/assets/include/SDL2/SDL_atomic.h +415 -415
  15. data/assets/include/SDL2/SDL_audio.h +1500 -1500
  16. data/assets/include/SDL2/SDL_bits.h +126 -126
  17. data/assets/include/SDL2/SDL_blendmode.h +198 -198
  18. data/assets/include/SDL2/SDL_clipboard.h +141 -141
  19. data/assets/include/SDL2/SDL_config.h +61 -61
  20. data/assets/include/SDL2/SDL_config_android.h +194 -194
  21. data/assets/include/SDL2/SDL_config_emscripten.h +218 -218
  22. data/assets/include/SDL2/SDL_config_iphoneos.h +217 -217
  23. data/assets/include/SDL2/SDL_config_macosx.h +277 -277
  24. data/assets/include/SDL2/SDL_config_minimal.h +95 -95
  25. data/assets/include/SDL2/SDL_config_ngage.h +89 -89
  26. data/assets/include/SDL2/SDL_config_os2.h +207 -207
  27. data/assets/include/SDL2/SDL_config_pandora.h +141 -141
  28. data/assets/include/SDL2/SDL_config_windows.h +331 -331
  29. data/assets/include/SDL2/SDL_config_wingdk.h +253 -253
  30. data/assets/include/SDL2/SDL_config_winrt.h +220 -220
  31. data/assets/include/SDL2/SDL_config_xbox.h +235 -235
  32. data/assets/include/SDL2/SDL_copying.h +20 -20
  33. data/assets/include/SDL2/SDL_cpuinfo.h +594 -594
  34. data/assets/include/SDL2/SDL_egl.h +2352 -2352
  35. data/assets/include/SDL2/SDL_endian.h +348 -348
  36. data/assets/include/SDL2/SDL_error.h +163 -163
  37. data/assets/include/SDL2/SDL_events.h +1166 -1166
  38. data/assets/include/SDL2/SDL_filesystem.h +149 -149
  39. data/assets/include/SDL2/SDL_gamecontroller.h +1074 -1074
  40. data/assets/include/SDL2/SDL_gesture.h +117 -117
  41. data/assets/include/SDL2/SDL_guid.h +100 -100
  42. data/assets/include/SDL2/SDL_haptic.h +1341 -1341
  43. data/assets/include/SDL2/SDL_hidapi.h +451 -451
  44. data/assets/include/SDL2/SDL_hints.h +2569 -2569
  45. data/assets/include/SDL2/SDL_image.h +2173 -2173
  46. data/assets/include/SDL2/SDL_joystick.h +1066 -1066
  47. data/assets/include/SDL2/SDL_keyboard.h +353 -353
  48. data/assets/include/SDL2/SDL_keycode.h +358 -358
  49. data/assets/include/SDL2/SDL_loadso.h +115 -115
  50. data/assets/include/SDL2/SDL_locale.h +103 -103
  51. data/assets/include/SDL2/SDL_log.h +404 -404
  52. data/assets/include/SDL2/SDL_main.h +275 -275
  53. data/assets/include/SDL2/SDL_messagebox.h +193 -193
  54. data/assets/include/SDL2/SDL_metal.h +113 -113
  55. data/assets/include/SDL2/SDL_misc.h +79 -79
  56. data/assets/include/SDL2/SDL_mixer.h +2784 -2784
  57. data/assets/include/SDL2/SDL_mouse.h +465 -465
  58. data/assets/include/SDL2/SDL_mutex.h +471 -471
  59. data/assets/include/SDL2/SDL_name.h +33 -33
  60. data/assets/include/SDL2/SDL_opengl.h +2132 -2132
  61. data/assets/include/SDL2/SDL_opengl_glext.h +13209 -13209
  62. data/assets/include/SDL2/SDL_opengles.h +39 -39
  63. data/assets/include/SDL2/SDL_opengles2.h +52 -52
  64. data/assets/include/SDL2/SDL_opengles2_gl2.h +656 -656
  65. data/assets/include/SDL2/SDL_opengles2_gl2ext.h +4033 -4033
  66. data/assets/include/SDL2/SDL_opengles2_gl2platform.h +27 -27
  67. data/assets/include/SDL2/SDL_opengles2_khrplatform.h +311 -311
  68. data/assets/include/SDL2/SDL_pixels.h +644 -644
  69. data/assets/include/SDL2/SDL_platform.h +261 -261
  70. data/assets/include/SDL2/SDL_power.h +88 -88
  71. data/assets/include/SDL2/SDL_quit.h +58 -58
  72. data/assets/include/SDL2/SDL_rect.h +376 -376
  73. data/assets/include/SDL2/SDL_render.h +1919 -1919
  74. data/assets/include/SDL2/SDL_revision.h +6 -6
  75. data/assets/include/SDL2/SDL_rwops.h +841 -841
  76. data/assets/include/SDL2/SDL_scancode.h +438 -438
  77. data/assets/include/SDL2/SDL_sensor.h +322 -322
  78. data/assets/include/SDL2/SDL_shape.h +155 -155
  79. data/assets/include/SDL2/SDL_stdinc.h +830 -830
  80. data/assets/include/SDL2/SDL_surface.h +997 -997
  81. data/assets/include/SDL2/SDL_system.h +623 -623
  82. data/assets/include/SDL2/SDL_syswm.h +386 -386
  83. data/assets/include/SDL2/SDL_test.h +69 -69
  84. data/assets/include/SDL2/SDL_test_assert.h +105 -105
  85. data/assets/include/SDL2/SDL_test_common.h +236 -236
  86. data/assets/include/SDL2/SDL_test_compare.h +69 -69
  87. data/assets/include/SDL2/SDL_test_crc32.h +124 -124
  88. data/assets/include/SDL2/SDL_test_font.h +168 -168
  89. data/assets/include/SDL2/SDL_test_fuzzer.h +386 -386
  90. data/assets/include/SDL2/SDL_test_harness.h +134 -134
  91. data/assets/include/SDL2/SDL_test_images.h +78 -78
  92. data/assets/include/SDL2/SDL_test_log.h +67 -67
  93. data/assets/include/SDL2/SDL_test_md5.h +129 -129
  94. data/assets/include/SDL2/SDL_test_memory.h +63 -63
  95. data/assets/include/SDL2/SDL_test_random.h +115 -115
  96. data/assets/include/SDL2/SDL_thread.h +464 -464
  97. data/assets/include/SDL2/SDL_timer.h +222 -222
  98. data/assets/include/SDL2/SDL_touch.h +150 -150
  99. data/assets/include/SDL2/SDL_ttf.h +2316 -2316
  100. data/assets/include/SDL2/SDL_types.h +29 -29
  101. data/assets/include/SDL2/SDL_version.h +204 -204
  102. data/assets/include/SDL2/SDL_video.h +2150 -2150
  103. data/assets/include/SDL2/SDL_vulkan.h +215 -215
  104. data/assets/include/SDL2/begin_code.h +187 -187
  105. data/assets/include/SDL2/close_code.h +40 -40
  106. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libFLAC.a +0 -0
  107. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libSDL2.a +0 -0
  108. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libSDL2_mixer.a +0 -0
  109. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libglew32.a +0 -0
  110. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libmodplug.a +0 -0
  111. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libmpg123.a +0 -0
  112. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libogg.a +0 -0
  113. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libopus.a +0 -0
  114. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libopusfile.a +0 -0
  115. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libsndfile.a +0 -0
  116. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libssp.a +1 -1
  117. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libstdc++.a +0 -0
  118. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libvorbis.a +0 -0
  119. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libvorbisfile.a +0 -0
  120. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libz.a +0 -0
  121. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libzstd.a +0 -0
  122. data/assets/windows/mingw-w64-x86_64/lib/libFLAC.a +0 -0
  123. data/assets/windows/mingw-w64-x86_64/lib/libSDL2.a +0 -0
  124. data/assets/windows/mingw-w64-x86_64/lib/libSDL2_mixer.a +0 -0
  125. data/assets/windows/mingw-w64-x86_64/lib/libglew32.a +0 -0
  126. data/assets/windows/mingw-w64-x86_64/lib/libmodplug.a +0 -0
  127. data/assets/windows/mingw-w64-x86_64/lib/libmpg123.a +0 -0
  128. data/assets/windows/mingw-w64-x86_64/lib/libogg.a +0 -0
  129. data/assets/windows/mingw-w64-x86_64/lib/libopus.a +0 -0
  130. data/assets/windows/mingw-w64-x86_64/lib/libopusfile.a +0 -0
  131. data/assets/windows/mingw-w64-x86_64/lib/libsndfile.a +0 -0
  132. data/assets/windows/mingw-w64-x86_64/lib/libssp.a +1 -1
  133. data/assets/windows/mingw-w64-x86_64/lib/libstdc++.a +0 -0
  134. data/assets/windows/mingw-w64-x86_64/lib/libvorbis.a +0 -0
  135. data/assets/windows/mingw-w64-x86_64/lib/libvorbisfile.a +0 -0
  136. data/assets/windows/mingw-w64-x86_64/lib/libz.a +0 -0
  137. data/assets/windows/mingw-w64-x86_64/lib/libzstd.a +0 -0
  138. data/ext/audio.c +80 -80
  139. data/ext/extconf.h +3 -3
  140. data/ext/extconf.rb +173 -177
  141. data/lib/audio.bundle +0 -0
  142. data/lib/audio.so +0 -0
  143. data/lib/native_audio.rb +50 -50
  144. metadata +4 -9
  145. data/ext/Makefile +0 -270
  146. data/ext/audio.o +0 -0
  147. data/ext/mkmf.log +0 -7
@@ -1,149 +1,149 @@
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- /*
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- Simple DirectMedia Layer
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- Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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-
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- This software is provided 'as-is', without any express or implied
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- warranty. In no event will the authors be held liable for any damages
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- arising from the use of this software.
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-
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- Permission is granted to anyone to use this software for any purpose,
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- including commercial applications, and to alter it and redistribute it
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- freely, subject to the following restrictions:
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-
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- 1. The origin of this software must not be misrepresented; you must not
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- claim that you wrote the original software. If you use this software
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- in a product, an acknowledgment in the product documentation would be
16
- appreciated but is not required.
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- 2. Altered source versions must be plainly marked as such, and must not be
18
- misrepresented as being the original software.
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- 3. This notice may not be removed or altered from any source distribution.
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- */
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-
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- /**
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- * \file SDL_filesystem.h
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- *
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- * \brief Include file for filesystem SDL API functions
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- */
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-
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- #ifndef SDL_filesystem_h_
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- #define SDL_filesystem_h_
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-
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- #include "SDL_stdinc.h"
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-
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- #include "begin_code.h"
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-
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- /* Set up for C function definitions, even when using C++ */
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- #ifdef __cplusplus
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- extern "C" {
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- #endif
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-
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- /**
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- * Get the directory where the application was run from.
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- *
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- * This is not necessarily a fast call, so you should call this once near
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- * startup and save the string if you need it.
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- *
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- * **Mac OS X and iOS Specific Functionality**: If the application is in a
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- * ".app" bundle, this function returns the Resource directory (e.g.
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- * MyApp.app/Contents/Resources/). This behaviour can be overridden by adding
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- * a property to the Info.plist file. Adding a string key with the name
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- * SDL_FILESYSTEM_BASE_DIR_TYPE with a supported value will change the
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- * behaviour.
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- *
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- * Supported values for the SDL_FILESYSTEM_BASE_DIR_TYPE property (Given an
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- * application in /Applications/SDLApp/MyApp.app):
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- *
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- * - `resource`: bundle resource directory (the default). For example:
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- * `/Applications/SDLApp/MyApp.app/Contents/Resources`
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- * - `bundle`: the Bundle directory. For example:
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- * `/Applications/SDLApp/MyApp.app/`
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- * - `parent`: the containing directory of the bundle. For example:
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- * `/Applications/SDLApp/`
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- *
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- * **Nintendo 3DS Specific Functionality**: This function returns "romfs"
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- * directory of the application as it is uncommon to store resources outside
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- * the executable. As such it is not a writable directory.
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- *
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- * The returned path is guaranteed to end with a path separator ('\' on
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- * Windows, '/' on most other platforms).
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- *
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- * The pointer returned is owned by the caller. Please call SDL_free() on the
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- * pointer when done with it.
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- *
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- * \returns an absolute path in UTF-8 encoding to the application data
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- * directory. NULL will be returned on error or when the platform
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- * doesn't implement this functionality, call SDL_GetError() for more
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- * information.
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- *
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- * \since This function is available since SDL 2.0.1.
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- *
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- * \sa SDL_GetPrefPath
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- */
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- extern DECLSPEC char *SDLCALL SDL_GetBasePath(void);
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-
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- /**
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- * Get the user-and-app-specific path where files can be written.
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- *
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- * Get the "pref dir". This is meant to be where users can write personal
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- * files (preferences and save games, etc) that are specific to your
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- * application. This directory is unique per user, per application.
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- *
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- * This function will decide the appropriate location in the native
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- * filesystem, create the directory if necessary, and return a string of the
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- * absolute path to the directory in UTF-8 encoding.
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- *
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- * On Windows, the string might look like:
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- *
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- * `C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\`
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- *
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- * On Linux, the string might look like:
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- *
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- * `/home/bob/.local/share/My Program Name/`
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- *
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- * On Mac OS X, the string might look like:
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- *
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- * `/Users/bob/Library/Application Support/My Program Name/`
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- *
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- * You should assume the path returned by this function is the only safe place
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- * to write files (and that SDL_GetBasePath(), while it might be writable, or
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- * even the parent of the returned path, isn't where you should be writing
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- * things).
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- *
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- * Both the org and app strings may become part of a directory name, so please
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- * follow these rules:
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- *
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- * - Try to use the same org string (_including case-sensitivity_) for all
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- * your applications that use this function.
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- * - Always use a unique app string for each one, and make sure it never
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- * changes for an app once you've decided on it.
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- * - Unicode characters are legal, as long as it's UTF-8 encoded, but...
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- * - ...only use letters, numbers, and spaces. Avoid punctuation like "Game
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- * Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient.
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- *
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- * The returned path is guaranteed to end with a path separator ('\' on
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- * Windows, '/' on most other platforms).
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- *
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- * The pointer returned is owned by the caller. Please call SDL_free() on the
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- * pointer when done with it.
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- *
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- * \param org the name of your organization
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- * \param app the name of your application
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- * \returns a UTF-8 string of the user directory in platform-dependent
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- * notation. NULL if there's a problem (creating directory failed,
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- * etc.).
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- *
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- * \since This function is available since SDL 2.0.1.
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- *
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- * \sa SDL_GetBasePath
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- */
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- extern DECLSPEC char *SDLCALL SDL_GetPrefPath(const char *org, const char *app);
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-
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- /* Ends C function definitions when using C++ */
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- #ifdef __cplusplus
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- }
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- #endif
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- #include "close_code.h"
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-
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- #endif /* SDL_filesystem_h_ */
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-
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- /* vi: set ts=4 sw=4 expandtab: */
1
+ /*
2
+ Simple DirectMedia Layer
3
+ Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
4
+
5
+ This software is provided 'as-is', without any express or implied
6
+ warranty. In no event will the authors be held liable for any damages
7
+ arising from the use of this software.
8
+
9
+ Permission is granted to anyone to use this software for any purpose,
10
+ including commercial applications, and to alter it and redistribute it
11
+ freely, subject to the following restrictions:
12
+
13
+ 1. The origin of this software must not be misrepresented; you must not
14
+ claim that you wrote the original software. If you use this software
15
+ in a product, an acknowledgment in the product documentation would be
16
+ appreciated but is not required.
17
+ 2. Altered source versions must be plainly marked as such, and must not be
18
+ misrepresented as being the original software.
19
+ 3. This notice may not be removed or altered from any source distribution.
20
+ */
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+
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+ /**
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+ * \file SDL_filesystem.h
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+ *
25
+ * \brief Include file for filesystem SDL API functions
26
+ */
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+
28
+ #ifndef SDL_filesystem_h_
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+ #define SDL_filesystem_h_
30
+
31
+ #include "SDL_stdinc.h"
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+
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+ #include "begin_code.h"
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+
35
+ /* Set up for C function definitions, even when using C++ */
36
+ #ifdef __cplusplus
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+ extern "C" {
38
+ #endif
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+
40
+ /**
41
+ * Get the directory where the application was run from.
42
+ *
43
+ * This is not necessarily a fast call, so you should call this once near
44
+ * startup and save the string if you need it.
45
+ *
46
+ * **Mac OS X and iOS Specific Functionality**: If the application is in a
47
+ * ".app" bundle, this function returns the Resource directory (e.g.
48
+ * MyApp.app/Contents/Resources/). This behaviour can be overridden by adding
49
+ * a property to the Info.plist file. Adding a string key with the name
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+ * SDL_FILESYSTEM_BASE_DIR_TYPE with a supported value will change the
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+ * behaviour.
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+ *
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+ * Supported values for the SDL_FILESYSTEM_BASE_DIR_TYPE property (Given an
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+ * application in /Applications/SDLApp/MyApp.app):
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+ *
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+ * - `resource`: bundle resource directory (the default). For example:
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+ * `/Applications/SDLApp/MyApp.app/Contents/Resources`
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+ * - `bundle`: the Bundle directory. For example:
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+ * `/Applications/SDLApp/MyApp.app/`
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+ * - `parent`: the containing directory of the bundle. For example:
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+ * `/Applications/SDLApp/`
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+ *
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+ * **Nintendo 3DS Specific Functionality**: This function returns "romfs"
64
+ * directory of the application as it is uncommon to store resources outside
65
+ * the executable. As such it is not a writable directory.
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+ *
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+ * The returned path is guaranteed to end with a path separator ('\' on
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+ * Windows, '/' on most other platforms).
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+ *
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+ * The pointer returned is owned by the caller. Please call SDL_free() on the
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+ * pointer when done with it.
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+ *
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+ * \returns an absolute path in UTF-8 encoding to the application data
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+ * directory. NULL will be returned on error or when the platform
75
+ * doesn't implement this functionality, call SDL_GetError() for more
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+ * information.
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+ *
78
+ * \since This function is available since SDL 2.0.1.
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+ *
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+ * \sa SDL_GetPrefPath
81
+ */
82
+ extern DECLSPEC char *SDLCALL SDL_GetBasePath(void);
83
+
84
+ /**
85
+ * Get the user-and-app-specific path where files can be written.
86
+ *
87
+ * Get the "pref dir". This is meant to be where users can write personal
88
+ * files (preferences and save games, etc) that are specific to your
89
+ * application. This directory is unique per user, per application.
90
+ *
91
+ * This function will decide the appropriate location in the native
92
+ * filesystem, create the directory if necessary, and return a string of the
93
+ * absolute path to the directory in UTF-8 encoding.
94
+ *
95
+ * On Windows, the string might look like:
96
+ *
97
+ * `C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\`
98
+ *
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+ * On Linux, the string might look like:
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+ *
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+ * `/home/bob/.local/share/My Program Name/`
102
+ *
103
+ * On Mac OS X, the string might look like:
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+ *
105
+ * `/Users/bob/Library/Application Support/My Program Name/`
106
+ *
107
+ * You should assume the path returned by this function is the only safe place
108
+ * to write files (and that SDL_GetBasePath(), while it might be writable, or
109
+ * even the parent of the returned path, isn't where you should be writing
110
+ * things).
111
+ *
112
+ * Both the org and app strings may become part of a directory name, so please
113
+ * follow these rules:
114
+ *
115
+ * - Try to use the same org string (_including case-sensitivity_) for all
116
+ * your applications that use this function.
117
+ * - Always use a unique app string for each one, and make sure it never
118
+ * changes for an app once you've decided on it.
119
+ * - Unicode characters are legal, as long as it's UTF-8 encoded, but...
120
+ * - ...only use letters, numbers, and spaces. Avoid punctuation like "Game
121
+ * Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient.
122
+ *
123
+ * The returned path is guaranteed to end with a path separator ('\' on
124
+ * Windows, '/' on most other platforms).
125
+ *
126
+ * The pointer returned is owned by the caller. Please call SDL_free() on the
127
+ * pointer when done with it.
128
+ *
129
+ * \param org the name of your organization
130
+ * \param app the name of your application
131
+ * \returns a UTF-8 string of the user directory in platform-dependent
132
+ * notation. NULL if there's a problem (creating directory failed,
133
+ * etc.).
134
+ *
135
+ * \since This function is available since SDL 2.0.1.
136
+ *
137
+ * \sa SDL_GetBasePath
138
+ */
139
+ extern DECLSPEC char *SDLCALL SDL_GetPrefPath(const char *org, const char *app);
140
+
141
+ /* Ends C function definitions when using C++ */
142
+ #ifdef __cplusplus
143
+ }
144
+ #endif
145
+ #include "close_code.h"
146
+
147
+ #endif /* SDL_filesystem_h_ */
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+
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+ /* vi: set ts=4 sw=4 expandtab: */